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Allennia
05-30-11, 08:41 PM
Name: Allennia Isould
Alias: Len
Age: 22
Gender: Female
Race: Human
Alignment: Chaotic Good
Height: 5’10”
Weight: 143llbs
Place Of Birth: Corone
Eye Colour: Black
Hair Colour: Black
Occupation: Mercenary Scholar
Class: Battlemage
Religion: The Pantheon


2475

History/Premise: West of Concordia, between the vestiges of the ancient forest and the rugged coast South of Radasanth rests the valley of seven houses. Such a place is oft forgotten and those few that remain beyond the valley’s confines that know of it, pay it no heed, casting it in the light of an ancient relic. It holds great history and it’s people guard it devoutly, but those with power are not fearful of a weaker force, and those with knowledge know all there is to know from the Seven Walled Library. The valley houses seven fortress houses, included in many are small villages, some on the sides of cliffs to form little hideaways, others in walled circles at the heart of the valley’s central plain. In one such house, that of Isould, we find Allennia and her kin. The noble House Isould is the current reigning nobility, its lord is head of the council, and its knights and small battalion of soldiers and archers are the governing force for disputes between the houses. Allennia is the daughter of the nobleman Icklay, the Lord of Isould and master amongst the Knights of Seven. She is a bright and kind soul, learned and forever exploring the world beyond her own through the medium of books, guesswork, and accosting whatever strange travellers happen upon the valley.

Isould is on the valley’s Eastern side, and is spread around in three conclaves on a rocky outcrop covered in pine trees and marigold bushes. The central conclave is the house itself, surrounded by high walls and avian bolt holes for archers to slay attackers from secrecy and length. The second is the tower, her brother Abhorrash’s study and the home of the Seven Walled Library, the third is adjoining, and is a small forested village of roughly a hundred commoners and merchants, guarded day and night by the house guard.

Allennia was born into nobility and as such, grew up learning the skills of knighthood and diplomacy, tools required to become the lord of the house one day, and to rule on a seat in the council of Seven. The council has twenty two seats, one for each of the seven lords. One exists for each advisor of each lord, and one for his heir or confidant. The twenty second seat is taken by the Magister, a presiding mage or wizard who at this time is the Lord Jurran.

The Seven Walled Library is as the name suggests a great hall with seven walls, capped with a great dome and tower. The library itself is moved to the site of the ruling House when it is elected once every five years at the council chamber, which sits separate from the seven houses at the heart of the valley on a great plateau of magically summoned rock and ice. The library holds books from all over Althanas, historical tomes on each kingdom, each king, each Thayne and fallacy, bound for eternity, or until the seven houses fall apart. Few can remember how the valley was discovered, or why the Seven Houses number seven, but all that is known, is that seven and the council make eight, and eight is the number of magic itself. Something is kept here, and it is the place of Isould and its children to ensure the library is kept safe, kept away from the world, and that they retain their seat of power and ensure the current state of peace, politically, militarily and religiously between the houses stays just so.

Thus the valley is a dire and boring place for the adventurous. Although skirmishes break out between houses over disputes, wayward daughters and forlorn sons, it is not graced with war or famine, and the council grows weary of having little to discuss. (The history of the houses and the NPC relationships will be brought to life in threads, as opposed to detailing what amounts to a book here, the bio are long enough already, so this should serve as a scene setter or overview of the valley and the political motivations and constructs of its inhabitants.)

Personality:


Fall, and I will catch you. Weep, and I will hold you. Fear, and I will save you. Love? You are on your own.



What once held true for Abhorrash, holds true for Allennia, for they are twins.


A long time ago I used to feel part of something. A long time ago, I felt inspired, alive, part of a transient thing. In the diminishing sense of time I have come to lose all such lust for passionate arias and discourse in the dark, I am a broken mind, a broken man. Where once we shared council and talked of our desires and our freedom, we now discuss nothing more than idle pedantry, chatelaine courtship and ironic occurrences at dance, regalia and midnight ball. We are soulless, bourgeois puppets to our own fantasies.

Of course, this present view recollected is a biased one, perhaps the world I see is not what you see, nor what has truly come to be. The cold stone chairs of the central chamber of House Isould may very well be the seat of power of this valley, it may well still be the glory days of old. If such times still exist, and I am a liar in my own infinite sorrow, then mayhap I should find myself a new seat, somewhere beyond the pines of Concordia, beyond the salt marooned seas of Corone’s fair borders. I should elope with the night, but I do not, for fear of losing what shattered remnants remain here in these walls, behind this title I cling to, behind my honour.

My name is Abhorrash, I am the son of Lord Isould the Third, seventh son to the founding father of the Seven Councils, I am his ancestor, and my father’s heir to the seat of power, the title of nobility, and the reigns and trappings of our domain. All these things are true, but all these things are inconsistently reticent of a dying age. Whilst the lords and ladies of the Seventh Heaven dwindle, I for one will not be parley to this petrifaction. I vow to break free from my responsibilities, or to find some small nook to dig into that will allow me the chance to leave without throwing it all away. Odd, isn’t it? To be so tired and world worn and longing to find life anew, yet to be so scared of burning your bridges, lest the world forget to throw you a new life line in whatever endeavours you dive into.

The vestments of Isould and its nobility and the path of Knighthood will burn brightly in my blood for all the ages that much will forever remain. I am a Knight, a mage, a scholar, a son of the Seven. I am Abhorrash, I am the hound and the council’s hand, I am it’s scholar, it’s mage, it’s practical demonstrator of mystical arrangements. These ideals make me a romantic, passionate and stubborn man. I will defend the innocent to the last, but slay the wrong doer without consideration. I am loving, yet distant, and in that distance I find solace. I am reserved, except when in the council chamber, when the great orators of my forefather’s line burst through my skin like a beating heart and pounding lung. I am a lost sheep, searching the cold moors for my flock. I am the shepherd, herding in the sheep from the winter’s nip and I am the field itself, walked on and over for all time’s fancy.

I am angered, and I will be its puppet no more.


Skills:


Swordplay: Above Average
Horseback Riding: Average
Literacy: Adept
Knowledge (Corone): Above Average
Knowledge (Thayne): Average
Knowledge (Magic): Above Average
Etiquette: Adept
Armour Use: Below Average
Dancing: Adept
Diplomacy: Average



Abilities:

The Sigil Flame: The conjuration of thaumaterguic heat requires a brief second of concentration, as well as hand movements. It is a brief spell, a sudden heat then a small spherical eruption of flame, but it has its uses for combat. Such a sigil conjured to one palm for quick spells or both for concentrated bursts can be used as a distraction, to break locks, to knock opponents back or to burn and rupture, but at its present level it cannot kill instantaneously. At the current level only two sigils can be conjured per post, to the maximum of 4 times per thread.

Solidify: Drawing on archaic magic the air around the caster can be condensed to form a pale white sphere of energy around his or herself. Such a sphere can deflect one magical attack per thread. It will completely prevent the effects of that attack, as long as it comes from a character whose level is equal to Allennia's current level or lower. Physical attacks or attacks made with enchanted items cannot be negated at all.

Dance Of Blades: Allennia has combined her sword play with her dancing and understanding of magical arts into a unique style of combat. Technically a battle mage, she can combine many facets reserved for single role occupants into a cohesive style. She can adopt, at any point during a split second change one of two present stances, as follows:

The Liviol: Raised forward heel and a reverse sword grip which draws on quick thrusts and constant barrages of weaker, distracting castings of The Sigil Flame to overwhelm the opponent with magical distractions.


X0.8 Magic Strength
X1.5 Defence
X1.5 Speed
Minus One Grade Swordplay Skill


The Sycamore: Rampant dancing with spiralling slashes and cantor bolstered utilisation of wind to conjure spirals in the air to strengthen each blow of Allennia's weapon.


X0.3 Magic Strength
X1.5 Speed
X0.5 Defence
X2 Strength



Equipment:

The Unyielding Thorn: A well crafted steel short sword, laced with unicorn hair to better conduct magic and to harmonise it's blade against the imbalance applied to it by Allennia's sword play magic. It is permanently sharp, and well looked after and weighted, but cannot be sold.

Nayeli: A well travelled brown stallion with full tackle and answering only to Allennia.

Tomes of the Seven: A small collection of Abhorrash's magical notebooks and his first grimoire, recovered from the ruins of his study after his dissapearances. They have no worth to anyone but Allennia, who hopes to find the truth about his whereabouts and Magister Jurran's treachery hidden in them.

Allennia
05-30-11, 08:44 PM
This is an awkward update.

I have switched to Abhorrash's sister, for storyline reasons and because my conception for Abhorrash simply wasn't working. His original profile can be found here. (http://www.althanas.com/world/showthread.php?20884-The-Red-Sceptred-Son-(Update))

In effect, he was exiled by Jurran at the end of an unfinished thread, so I have simply forwarded a year and reset the story to it's present point, which is why there is no level one history update.

Skills remain largely the same, with the exception of changes from stave and heavy armour to light armour and sword.

Abilities retained, with the fireball spell increasing in use for the level up, and the solidify spell remaining the same. I have not added his spoil awarded wind spell as a spell, instead it has been folded into the effect (and visual description) of The Sycamore dance.

Her weapon is simply a sword form of Abhorrash's, and other than that, I think everything should be in order.

SandStorm
05-31-11, 10:39 AM
Alright, thanks for making the changes. You're the bomb!

Approved.